#include "constants/global.h" #include "constants/contest.h" .include "asm/macros.inc" .include "asm/macros/contest_ai_script.inc" .include "constants/constants.inc" .section script_data, "aw", %progbits enum_start enum MON_1 enum MON_2 enum MON_3 enum MON_4 .align 2 gContestAI_ScriptsTable:: .4byte AI_CheckBadMove @ CONTEST_AI_CHECK_BAD_MOVE .4byte AI_CheckCombo @ CONTEST_AI_CHECK_COMBO .4byte AI_CheckBoring @ CONTEST_AI_CHECK_BORING .4byte AI_CheckExcitement @ CONTEST_AI_CHECK_EXCITEMENT .4byte AI_CheckOrder @ CONTEST_AI_CHECK_ORDER .4byte AI_CheckGoodMove @ CONTEST_AI_CHECK_GOOD_MOVE .4byte AI_Erratic @ CONTEST_AI_ERRATIC .4byte AI_Nothing @ CONTEST_AI_DUMMY_1 .4byte AI_Nothing @ CONTEST_AI_DUMMY_2 .4byte AI_Nothing @ CONTEST_AI_DUMMY_3 .4byte AI_Nothing @ CONTEST_AI_DUMMY_4 .4byte AI_Nothing @ CONTEST_AI_DUMMY_5 .4byte AI_Nothing @ CONTEST_AI_DUMMY_6 .4byte AI_Nothing @ CONTEST_AI_DUMMY_7 .4byte AI_Nothing @ CONTEST_AI_DUMMY_8 .4byte AI_Nothing @ CONTEST_AI_DUMMY_9 .4byte AI_Nothing @ CONTEST_AI_DUMMY_10 .4byte AI_Nothing @ CONTEST_AI_DUMMY_11 .4byte AI_Nothing @ CONTEST_AI_DUMMY_12 .4byte AI_Nothing @ CONTEST_AI_DUMMY_13 .4byte AI_Nothing @ CONTEST_AI_DUMMY_14 .4byte AI_Nothing @ CONTEST_AI_DUMMY_15 .4byte AI_Nothing @ CONTEST_AI_DUMMY_16 .4byte AI_Nothing @ CONTEST_AI_DUMMY_17 .4byte AI_Nothing @ CONTEST_AI_DUMMY_18 .4byte AI_Nothing @ CONTEST_AI_DUMMY_19 .4byte AI_Nothing @ CONTEST_AI_DUMMY_20 .4byte AI_Nothing @ CONTEST_AI_DUMMY_21 .4byte AI_Nothing @ CONTEST_AI_DUMMY_22 .4byte AI_Nothing @ CONTEST_AI_DUMMY_23 .4byte AI_Nothing @ CONTEST_AI_DUMMY_24 .4byte AI_Nothing @ CONTEST_AI_DUMMY_25 @ Unused. Encourages improving condition on the 1st appeal, or startling mons if the users turn is later AI_CheckTiming: if_appeal_num_not_eq 0, AI_CheckTiming_SkipCondition if_effect_not_eq CONTEST_EFFECT_IMPROVE_CONDITION_PREVENT_NERVOUSNESS, AI_CheckTiming_SkipCondition score +10 AI_CheckTiming_SkipCondition: call AI_CheckTiming_TryStartle end AI_CheckTiming_TryStartle: if_user_order_more_than MON_2, AI_CheckTiming_End if_effect_type_not_eq CONTEST_EFFECT_TYPE_STARTLE_MON, AI_CheckTiming_End if_effect_type_not_eq CONTEST_EFFECT_TYPE_STARTLE_MONS, AI_CheckTiming_End score +10 AI_CheckTiming_End: end @ Unused, doesnt make much sense @ Encourages using an avoid being startled move @ The various appeal and turn checks are pointless, it will always encourage these moves AI_AvoidStartle: if_appeal_num_eq 0, AI_AvoidStartle_1stAppeal if_appeal_num_eq 1, AI_AvoidStartle_2ndAppeal if_appeal_num_eq 2, AI_AvoidStartle_3rdAppeal if_appeal_num_eq 3, AI_AvoidStartle_4thAppeal if_last_appeal AI_AvoidStartle_LastAppeal end AI_AvoidStartle_1stAppeal: if_user_order_not_eq MON_1, AI_AvoidStartle_EncourageIfAvoidMove if_user_order_not_eq MON_2, AI_AvoidStartle_EncourageIfAvoidMove2 if_user_order_not_eq MON_3, AI_AvoidStartle_EncourageIfAvoidMove if_user_order_not_eq MON_4, AI_AvoidStartle_EncourageIfAvoidMove end AI_AvoidStartle_EncourageIfAvoidMove: if_effect_type_eq CONTEST_EFFECT_TYPE_AVOID_STARTLE, AI_AvoidStartle_Encourage end AI_AvoidStartle_EncourageIfAvoidMove2: if_effect_type_eq CONTEST_EFFECT_TYPE_AVOID_STARTLE, AI_AvoidStartle_Encourage end AI_AvoidStartle_EncourageIfAvoidMove3: if_effect_type_eq CONTEST_EFFECT_TYPE_AVOID_STARTLE, AI_AvoidStartle_Encourage end AI_AvoidStartle_2ndAppeal: if_user_order_not_eq MON_1, AI_AvoidStartle_EncourageIfAvoidMove if_user_order_not_eq MON_2, AI_AvoidStartle_EncourageIfAvoidMove if_user_order_not_eq MON_3, AI_AvoidStartle_EncourageIfAvoidMove if_user_order_not_eq MON_4, AI_AvoidStartle_EncourageIfAvoidMove end AI_AvoidStartle_3rdAppeal: if_user_order_not_eq MON_1, AI_AvoidStartle_EncourageIfAvoidMove if_user_order_not_eq MON_2, AI_AvoidStartle_EncourageIfAvoidMove if_user_order_not_eq MON_3, AI_AvoidStartle_EncourageIfAvoidMove if_user_order_not_eq MON_4, AI_AvoidStartle_EncourageIfAvoidMove end AI_AvoidStartle_4thAppeal: if_user_order_not_eq MON_1, AI_AvoidStartle_EncourageIfAvoidMove if_user_order_not_eq MON_2, AI_AvoidStartle_EncourageIfAvoidMove if_user_order_not_eq MON_3, AI_AvoidStartle_EncourageIfAvoidMove if_user_order_not_eq MON_4, AI_AvoidStartle_EncourageIfAvoidMove end AI_AvoidStartle_LastAppeal: if_user_order_not_eq MON_1, AI_AvoidStartle_EncourageIfAvoidMove if_user_order_not_eq MON_2, AI_AvoidStartle_EncourageIfAvoidMove if_user_order_not_eq MON_3, AI_AvoidStartle_EncourageIfAvoidMove if_user_order_not_eq MON_4, AI_AvoidStartle_EncourageIfAvoidMove end AI_AvoidStartle_Encourage: score +10 end AI_AvoidStartle_End: end @ Unused AI_PreferMostAppealingMove: if_most_appealing_move AI_PreferMostAppealingMove_Encourage end AI_PreferMostAppealingMove_Encourage: score +10 end @ Discourages using the same move multiple times if it would get boring AI_CheckBoring: if_effect_eq CONTEST_EFFECT_REPETITION_NOT_BORING, AI_CheckBoring_NotBoring if_move_used_count_eq 1, AI_CheckBoring_1stRepeat if_move_used_count_eq 2, AI_CheckBoring_2ndRepeat if_move_used_count_eq 3, AI_CheckBoring_3rdRepeat if_move_used_count_eq 4, AI_CheckBoring_4thRepeat @ No repeats end AI_CheckBoring_1stRepeat: score -5 end AI_CheckBoring_2ndRepeat: score -15 end AI_CheckBoring_3rdRepeat: score -20 end AI_CheckBoring_4thRepeat: score -25 end AI_CheckBoring_NotBoring: end @ Strongly encourages using an exciting move if user is in a position to receive the max excitement bonus @ Encourages using exciting moves in general @ If the user doesnt have a good exciting move to use, then encourage lowering excitement to prevent @ opponents from benefitting from the excitement AI_CheckExcitement: if_move_excitement_less_than 0, AI_CheckExcitement_Negative if_move_excitement_eq 0, AI_CheckExcitement_Neutral if_move_excitement_eq 1, AI_CheckExcitement_Positive end AI_CheckExcitement_Negative: if_excitement_eq 4, AI_CheckExcitement_Negative_1AwayFromMax if_excitement_eq 3, AI_CheckExcitement_Negative_2AwayFromMax if_user_has_exciting_move AI_CheckExcitement_End score +15 end AI_CheckExcitement_Negative_1AwayFromMax: if_user_order_not_eq MON_1, AI_CheckExcitement_Negative_1AwayFromMax_Not1stUp if_random_less_than 51, AI_CheckExcitement_End score +20 end AI_CheckExcitement_Negative_1AwayFromMax_Not1stUp: if_random_less_than 127, AI_CheckExcitement_End score -10 end AI_CheckExcitement_Negative_2AwayFromMax: if_user_order_not_eq MON_1, AI_CheckExcitement_Negative_2AwayFromMax_Not1stUp if_last_appeal AI_CheckExcitement_Negative_2AwayFromMax_LastAppeal if_random_less_than 51, AI_CheckExcitement_End score +10 end AI_CheckExcitement_Negative_2AwayFromMax_LastAppeal: score +15 end AI_CheckExcitement_Negative_2AwayFromMax_Not1stUp: if_random_less_than 127, AI_CheckExcitement_End score +10 end AI_CheckExcitement_Neutral: if_random_less_than 127, AI_CheckExcitement_End score +10 end AI_CheckExcitement_Positive: if_move_used_count_more_than 0, AI_CheckExcitement_Positive_Repeat if_user_order_not_eq MON_1, AI_CheckExcitement_Positive_Not1stUpForMax if_excitement_not_eq 4, AI_CheckExcitement_Positive_Not1stUpForMax score +30 end AI_CheckExcitement_Positive_Not1stUpForMax: if_random_less_than 100, AI_CheckExcitement_End score +10 end AI_CheckExcitement_Positive_Repeat: if_effect_not_eq CONTEST_EFFECT_REPETITION_NOT_BORING, AI_CheckExcitement_End if_user_order_not_eq MON_1, AI_CheckExcitement_Positive_Not1stUpForMax if_excitement_not_eq 4, AI_CheckExcitement_Positive_Not1stUpForMax score +30 end AI_CheckExcitement_End: end @ Strongly encourages using a move if it would finish a combo @ Encourages using a move if it would start a combo, esp if the user goes earlier @ Discourages starting a combo in the last round @ Discourages using a combo finisher when its combo starter hasnt been used yet AI_CheckCombo: if_would_finish_combo AI_CheckCombo_WouldFinish call AI_CheckCombo_CheckStarter call AI_CheckCombo_CheckFinisherWithoutStarter end AI_CheckCombo_CheckStarter: if_move_used_count_not_eq 0, AI_CheckCombo_End if_not_combo_starter AI_CheckCombo_End if_user_order_eq MON_1, AI_CheckCombo_Starter1stUp if_user_order_eq MON_2, AI_CheckCombo_Starter2ndUp if_user_order_eq MON_3, AI_CheckCombo_Starter3rdUp if_user_order_eq MON_4, AI_CheckCombo_StarterLast end AI_CheckCombo_CheckFinisherWithoutStarter: if_not_combo_finisher AI_CheckCombo_End score -10 end AI_CheckCombo_WouldFinish: score +25 end AI_CheckCombo_Starter1stUp: if_last_appeal AI_CheckCombo_StarterOnLastAppeal if_random_less_than 150, AI_CheckCombo_End score +10 end AI_CheckCombo_Starter2ndUp: if_last_appeal AI_CheckCombo_StarterOnLastAppeal if_random_less_than 125, AI_CheckCombo_End score +10 end AI_CheckCombo_Starter3rdUp: if_last_appeal AI_CheckCombo_StarterOnLastAppeal if_random_less_than 50, AI_CheckCombo_End score +10 end AI_CheckCombo_StarterLast: if_last_appeal AI_CheckCombo_StarterOnLastAppeal score +10 end AI_CheckCombo_StarterOnLastAppeal: if_random_less_than 125, AI_CheckCombo_End score -15 end AI_CheckCombo_End: end @ Checks if move should be encouraged based on its effect AI_CheckGoodMove: if_effect_eq CONTEST_EFFECT_BETTER_WITH_GOOD_CONDITION, AI_CGM_BetterWithGoodCondition if_effect_eq CONTEST_EFFECT_NEXT_APPEAL_EARLIER, AI_CGM_NextAppealEarlier if_effect_eq CONTEST_EFFECT_NEXT_APPEAL_LATER, AI_CGM_NextAppealLater if_effect_eq CONTEST_EFFECT_REPETITION_NOT_BORING, AI_CGM_RepetitionNotBoring if_effect_eq CONTEST_EFFECT_IMPROVE_CONDITION_PREVENT_NERVOUSNESS, AI_CGM_ImproveCondition if_effect_eq CONTEST_EFFECT_DONT_EXCITE_AUDIENCE, AI_CGM_DontExciteAudience if_effect_eq CONTEST_EFFECT_APPEAL_AS_GOOD_AS_PREV_ONES, AI_CGM_AppealAsGoodAsPrevOnes if_effect_eq CONTEST_EFFECT_APPEAL_AS_GOOD_AS_PREV_ONE, AI_CGM_AppealAsGoodAsPrevOne if_effect_eq CONTEST_EFFECT_BETTER_WHEN_AUDIENCE_EXCITED, AI_CGM_BetterWhenAudienceExcited if_effect_eq CONTEST_EFFECT_WORSEN_CONDITION_OF_PREV_MONS, AI_CGM_WorsenConditionOfPrevMons if_effect_eq CONTEST_EFFECT_SHIFT_JUDGE_ATTENTION, AI_CGM_TargetMonWithJudgesAttention if_effect_eq CONTEST_EFFECT_STARTLE_MON_WITH_JUDGES_ATTENTION, AI_CGM_TargetMonWithJudgesAttention if_effect_eq CONTEST_EFFECT_MAKE_FOLLOWING_MONS_NERVOUS, AI_CGM_MakeFollowingMonsNervous if_effect_eq CONTEST_EFFECT_JAMS_OTHERS_BUT_MISS_ONE_TURN, AI_CGM_JamsOthersButMissOneTurn end AI_CGM_BetterWithGoodCondition: if_user_condition_eq 3, AI_CGM_BetterWithGoodCondition_3 if_user_condition_eq 2, AI_CGM_BetterWithGoodCondition_2 if_user_condition_eq 1, AI_CGM_BetterWithGoodCondition_1 if_user_condition_eq 0, AI_CGM_BetterWithGoodCondition_0 end AI_CGM_BetterWithGoodCondition_3: score +20 end AI_CGM_BetterWithGoodCondition_2: if_random_less_than 125, AI_CGM_End score +15 end AI_CGM_BetterWithGoodCondition_1: if_random_less_than 125, AI_CGM_End score +5 end AI_CGM_BetterWithGoodCondition_0: score -20 end AI_CGM_NextAppealEarlier: if_user_doesnt_have_move CONTEST_EFFECT_BETTER_IF_FIRST, AI_CGM_End if_random_less_than 50, AI_CGM_End score +20 end AI_CGM_NextAppealLater: if_user_doesnt_have_move CONTEST_EFFECT_BETTER_IF_LAST, AI_CGM_End if_random_less_than 50, AI_CGM_End score +20 end AI_CGM_RepetitionNotBoring: if_user_order_not_eq MON_4, AI_CGM_End if_random_less_than 50, AI_CGM_End score +15 end AI_CGM_Unused: if_last_appeal AI_CGM_Unused_LastAppeal if_random_less_than 220, AI_CGM_Unused_Discourage score +10 end AI_CGM_Unused_LastAppeal: if_random_less_than 20, AI_CGM_End score +15 end AI_CGM_Unused_Discourage: score -20 end @ Enourages improving condition, esp if user has moves better with good condition or on 1st appeal @ Discourages improving condition if at max condition, or if last appeal AI_CGM_ImproveCondition: if_user_doesnt_have_move CONTEST_EFFECT_BETTER_WITH_GOOD_CONDITION, AI_CGM_ImproveCondition_CheckAppealNum if_user_condition_eq 3, AI_CGM_ImproveCondition_AtMax if_random_less_than 50, AI_CGM_End score +15 end AI_CGM_ImproveCondition_AtMax: score -10 end AI_CGM_ImproveCondition_CheckAppealNum: if_last_appeal AI_CGM_ImproveCondition_LastAppeal if_appeal_num_eq 0, AI_CGM_ImproveCondition_FirstAppeal if_move_used_count_eq 1, AI_CGM_End if_random_less_than 125, AI_CGM_End score +10 end AI_CGM_ImproveCondition_FirstAppeal: if_random_less_than 100, AI_CGM_End score +10 end AI_CGM_ImproveCondition_LastAppeal: score -10 end @ Encourage stopping audience excitement early in the appeal, or last appeal if no better options AI_CGM_DontExciteAudience: if_move_used_count_eq 1, AI_CGM_End if_user_order_eq MON_1, AI_CGM_DontExciteAudience_EarlyTurn if_user_order_eq MON_2, AI_CGM_DontExciteAudience_EarlyTurn if_not_last_appeal AI_CGM_End if_user_has_exciting_move AI_CGM_End if_excitement_less_than 1, AI_CGM_End score +10 end AI_CGM_DontExciteAudience_EarlyTurn: if_random_less_than 127, AI_CGM_End score +10 end @ Encourages move the later the user goes AI_CGM_AppealAsGoodAsPrevOnes: if_user_order_eq MON_2, AI_CGM_AppealAsGoodAsPrevOnes_2ndUp if_user_order_eq MON_3, AI_CGM_AppealAsGoodAsPrevOnes_3rdUp if_user_order_eq MON_4, AI_CGM_AppealAsGoodAsPrevOnes_Last end AI_CGM_AppealAsGoodAsPrevOnes_2ndUp: score +5 end AI_CGM_AppealAsGoodAsPrevOnes_3rdUp: score +15 end AI_CGM_AppealAsGoodAsPrevOnes_Last: score +20 end @ Encourages move more for each opponent who will have a turn before the user AI_CGM_AppealAsGoodAsPrevOne: if_user_order_eq MON_1, AI_CGM_AppealAsGoodAsPrevOne_1stUp if_user_order_eq MON_2, AI_CGM_AppealAsGoodAsPrevOne_2ndUp if_user_order_eq MON_3, AI_CGM_AppealAsGoodAsPrevOne_3rdUp if_user_order_eq MON_4, AI_CGM_AppealAsGoodAsPrevOne_Last end AI_CGM_AppealAsGoodAsPrevOne_1stUp: score -10 end AI_CGM_AppealAsGoodAsPrevOne_2ndUp: if_cannot_participate MON_1, AI_CGM_End score +5 end AI_CGM_AppealAsGoodAsPrevOne_3rdUp: if_cannot_participate MON_1, AI_CGM_AppealAsGoodAsPrevOne_3rdUp_CheckMon2 score +5 goto AI_CGM_AppealAsGoodAsPrevOne_3rdUp_CheckMon2 end AI_CGM_AppealAsGoodAsPrevOne_3rdUp_CheckMon2: if_cannot_participate MON_2, AI_CGM_End score +5 end AI_CGM_AppealAsGoodAsPrevOne_Last: if_cannot_participate MON_1, AI_CGM_AppealAsGoodAsPrevOne_Last_CheckMon2 score +5 goto AI_CGM_AppealAsGoodAsPrevOne_Last_CheckMon2 end AI_CGM_AppealAsGoodAsPrevOne_Last_CheckMon2: if_cannot_participate MON_2, AI_CGM_AppealAsGoodAsPrevOne_Last_CheckMon3 score +5 goto AI_CGM_AppealAsGoodAsPrevOne_Last_CheckMon3 end AI_CGM_AppealAsGoodAsPrevOne_Last_CheckMon3: if_cannot_participate MON_3, AI_CGM_End score +5 end @ Encourage move if audience is close to full exictement and user goes first @ See bug note, only does this on 1st appeal (when it will never happen) AI_CGM_BetterWhenAudienceExcited: if_user_order_eq MON_1, AI_CGM_BetterWhenAudienceExcited_1stUp if_user_order_more_than MON_1, AI_CGM_BetterWhenAudienceExcited_Not1stUp end AI_CGM_BetterWhenAudienceExcited_1stUp: @ BUG: Should be if_appeal_num_eq 0 @ 1st up on 1st appeal excitement will always be 0 if_appeal_num_not_eq 0, AI_CGM_BetterWhenAudienceExcited_Not1stAppeal if_excitement_eq 4, AI_CGM_BetterWhenAudienceExcited_1AwayFromMax if_excitement_eq 3, AI_CGM_BetterWhenAudienceExcited_2AwayFromMax end AI_CGM_BetterWhenAudienceExcited_Not1stAppeal: if_random_less_than 125, AI_CGM_End score -15 end AI_CGM_BetterWhenAudienceExcited_1AwayFromMax: if_random_less_than 125, AI_CGM_End score +20 end AI_CGM_BetterWhenAudienceExcited_2AwayFromMax: if_random_less_than 125, AI_CGM_End score +15 end AI_CGM_BetterWhenAudienceExcited_Not1stUp: if_random_less_than 178, AI_CGM_End score +10 end @ Encourage move more for each condition star the prev mons have AI_CGM_WorsenConditionOfPrevMons: if_user_order_eq MON_1, AI_CGM_End goto AI_CGM_WorsenConditionOfPrevMons_CheckMon1 end AI_CGM_WorsenConditionOfPrevMons_CheckMon1: if_cannot_participate MON_1, AI_CGM_WorsenConditionOfPrevMons_TryCheckMon2 if_condition_eq MON_1, 0, AI_CGM_WorsenConditionOfPrevMons_TryCheckMon2 if_condition_eq MON_1, 1, AI_CGM_WorsenConditionOfPrevMons_Mon1Has1Star if_condition_eq MON_1, 2, AI_CGM_WorsenConditionOfPrevMons_Mon1Has2Stars if_condition_eq MON_1, 3, AI_CGM_WorsenConditionOfPrevMons_Mon1Has3Stars end AI_CGM_WorsenConditionOfPrevMons_Mon1Has1Star: if_random_less_than 125, AI_CGM_WorsenConditionOfPrevMons_CheckMon2 score +5 if_user_order_more_than MON_2, AI_CGM_WorsenConditionOfPrevMons_CheckMon2 end AI_CGM_WorsenConditionOfPrevMons_Mon1Has2Stars: if_random_less_than 125, AI_CGM_WorsenConditionOfPrevMons_CheckMon2 score +10 if_user_order_more_than MON_2, AI_CGM_WorsenConditionOfPrevMons_CheckMon2 end AI_CGM_WorsenConditionOfPrevMons_Mon1Has3Stars: if_random_less_than 125, AI_CGM_WorsenConditionOfPrevMons_CheckMon2 score +15 if_user_order_more_than MON_2, AI_CGM_WorsenConditionOfPrevMons_CheckMon2 end AI_CGM_WorsenConditionOfPrevMons_TryCheckMon2: if_user_order_more_than MON_2, AI_CGM_WorsenConditionOfPrevMons_CheckMon2 end AI_CGM_WorsenConditionOfPrevMons_CheckMon2: if_cannot_participate MON_2, AI_CGM_WorsenConditionOfPrevMons_TryCheckMon3 if_condition_eq MON_2, 0, AI_CGM_WorsenConditionOfPrevMons_TryCheckMon3 if_condition_eq MON_2, 1, AI_CGM_WorsenConditionOfPrevMons_Mon2Has1Star if_condition_eq MON_2, 2, AI_CGM_WorsenConditionOfPrevMons_Mon2Has2Stars if_condition_eq MON_2, 3, AI_CGM_WorsenConditionOfPrevMons_Mon2Has3Stars end AI_CGM_WorsenConditionOfPrevMons_Mon2Has1Star: if_random_less_than 125, AI_CGM_WorsenConditionOfPrevMons_CheckMon3 score +5 if_user_order_more_than MON_3, AI_CGM_WorsenConditionOfPrevMons_CheckMon3 end AI_CGM_WorsenConditionOfPrevMons_Mon2Has2Stars: if_random_less_than 125, AI_CGM_WorsenConditionOfPrevMons_CheckMon3 score +10 if_user_order_more_than MON_3, AI_CGM_WorsenConditionOfPrevMons_CheckMon3 end AI_CGM_WorsenConditionOfPrevMons_Mon2Has3Stars: if_random_less_than 125, AI_CGM_WorsenConditionOfPrevMons_CheckMon3 score +15 if_user_order_more_than MON_3, AI_CGM_WorsenConditionOfPrevMons_CheckMon3 end AI_CGM_WorsenConditionOfPrevMons_TryCheckMon3: if_user_order_more_than MON_3, AI_CGM_WorsenConditionOfPrevMons_CheckMon3 end AI_CGM_WorsenConditionOfPrevMons_CheckMon3: if_cannot_participate MON_3, AI_CGM_WorsenConditionOfPrevMons_end if_condition_eq MON_3, 0, AI_CGM_WorsenConditionOfPrevMons_end if_condition_eq MON_3, 1, AI_CGM_WorsenConditionOfPrevMons_Mon3Has1Star if_condition_eq MON_3, 2, AI_CGM_WorsenConditionOfPrevMons_Mon3Has2Stars if_condition_eq MON_3, 3, AI_CGM_WorsenConditionOfPrevMons_Mon3Has3Stars end AI_CGM_WorsenConditionOfPrevMons_Mon3Has1Star: if_random_less_than 125, AI_CGM_End score +5 end AI_CGM_WorsenConditionOfPrevMons_Mon3Has2Stars: if_random_less_than 125, AI_CGM_End score +10 end AI_CGM_WorsenConditionOfPrevMons_Mon3Has3Stars: if_random_less_than 125, AI_CGM_End score +15 end AI_CGM_WorsenConditionOfPrevMons_end: end @ Encourage if a prev mon has started a combo, esp if they havent completed it yet @ BUG: Incorrectly uses if_used_combo_starter below, instead of if_not_used_combo_starter @ As a result it encourages move if a prev mon has not begun a combo AI_CGM_TargetMonWithJudgesAttention: if_user_order_eq MON_1, AI_CGM_End goto AI_CGM_TargetMonWithJudgesAttention_CheckMon1 end AI_CGM_TargetMonWithJudgesAttention_CheckMon1: if_cannot_participate MON_1, AI_CGM_TargetMonWithJudgesAttention_CheckMon2 if_used_combo_starter MON_1, AI_CGM_TargetMonWithJudgesAttention_CheckMon2 if_random_less_than 125, AI_CGM_TargetMonWithJudgesAttention_CheckMon2 score +2 if_not_completed_combo MON_1, AI_CGM_TargetMonWithJudgesAttention_CheckMon2 score +8 end AI_CGM_TargetMonWithJudgesAttention_CheckMon2: if_user_order_eq MON_2, AI_CGM_End if_cannot_participate MON_2, AI_CGM_TargetMonWithJudgesAttention_CheckMon3 if_used_combo_starter MON_2, AI_CGM_TargetMonWithJudgesAttention_CheckMon3 if_random_less_than 125, AI_CGM_TargetMonWithJudgesAttention_CheckMon3 score +2 if_not_completed_combo MON_2, AI_CGM_TargetMonWithJudgesAttention_CheckMon3 score +8 end AI_CGM_TargetMonWithJudgesAttention_CheckMon3: if_user_order_eq MON_3, AI_CGM_End if_cannot_participate MON_3, AI_CGM_End if_used_combo_starter MON_3, AI_CGM_End if_random_less_than 125, AI_CGM_End score +2 if_not_completed_combo MON_3, AI_CGM_End score +8 end @ Encourage making mons nervous that have started a combo and can appeal after the user AI_CGM_MakeFollowingMonsNervous: if_user_order_eq MON_4, AI_CGM_End goto AI_CGM_MakeFollowingMonsNervous_CheckMon4 end AI_CGM_MakeFollowingMonsNervous_CheckMon4: if_cannot_participate MON_4, AI_CGM_MakeFollowingMonsNervous_CheckMon3 if_not_used_combo_starter MON_4, AI_CGM_MakeFollowingMonsNervous_CheckMon3 score +5 if_random_less_than 125, AI_CGM_TargetMonWithJudgesAttention_CheckMon2 score +5 end AI_CGM_MakeFollowingMonsNervous_CheckMon3: if_user_order_eq MON_3, AI_CGM_End if_cannot_participate MON_3, AI_CGM_MakeFollowingMonsNervous_CheckMon2 if_not_used_combo_starter MON_3, AI_CGM_MakeFollowingMonsNervous_CheckMon2 score +5 if_random_less_than 125, AI_CGM_TargetMonWithJudgesAttention_CheckMon3 score +5 end AI_CGM_MakeFollowingMonsNervous_CheckMon2: if_user_order_eq MON_2, AI_CGM_End if_cannot_participate MON_2, AI_CGM_End if_not_used_combo_starter MON_2, AI_CGM_End score +5 if_random_less_than 125, AI_CGM_End score +5 end @ Encourages move if users turn is later, or if its the last appeal AI_CGM_JamsOthersButMissOneTurn: if_last_appeal AI_CGM_JamsOthersButMissOneTurn_LastAppeal goto AI_CGM_JamsOthersButMissOneTurn_TurnOrder end AI_CGM_JamsOthersButMissOneTurn_LastAppeal: score +5 goto AI_CGM_JamsOthersButMissOneTurn_TurnOrder end AI_CGM_JamsOthersButMissOneTurn_TurnOrder: if_user_order_eq MON_1, AI_CGM_JamsOthersButMissOneTurn_1stUp if_user_order_eq MON_2, AI_CGM_JamsOthersButMissOneTurn_2ndUp if_user_order_eq MON_3, AI_CGM_JamsOthersButMissOneTurn_3rdUp if_user_order_eq MON_4, AI_CGM_JamsOthersButMissOneTurn_Last end AI_CGM_JamsOthersButMissOneTurn_1stUp: score -15 end AI_CGM_JamsOthersButMissOneTurn_2ndUp: if_random_less_than 125, AI_CGM_End score -10 end AI_CGM_JamsOthersButMissOneTurn_3rdUp: if_random_less_than 125, AI_CGM_End score +5 end AI_CGM_JamsOthersButMissOneTurn_Last: if_random_less_than 125, AI_CGM_End score +15 end AI_CGM_End: end @ Randomly encourage moves in Cute, Smart, and Tough contests. AI_Erratic: if_contest_type_eq CONTEST_CATEGORY_CUTE, AI_Erratic_CuteSmartTough if_contest_type_eq CONTEST_CATEGORY_SMART, AI_Erratic_CuteSmartTough if_contest_type_eq CONTEST_CATEGORY_TOUGH, AI_Erratic_CuteSmartTough end AI_Erratic_CuteSmartTough: if_random_less_than 125, AI_Erratic_End score +10 end AI_Erratic_End: end @ Checks if move should be discouraged based on its effect AI_CheckBadMove: if_effect_eq CONTEST_EFFECT_STARTLE_FRONT_MON, AI_CBM_DependsOnPrevMon if_effect_eq CONTEST_EFFECT_STARTLE_PREV_MON, AI_CBM_DependsOnPrevMon if_effect_eq CONTEST_EFFECT_BADLY_STARTLE_FRONT_MON, AI_CBM_DependsOnPrevMon if_effect_eq CONTEST_EFFECT_STARTLE_PREV_MON_2, AI_CBM_DependsOnPrevMon if_effect_eq CONTEST_EFFECT_APPEAL_AS_GOOD_AS_PREV_ONE, AI_CBM_DependsOnPrevMon if_effect_eq CONTEST_EFFECT_BETTER_IF_SAME_TYPE, AI_CBM_DependsOnPrevMon if_effect_eq CONTEST_EFFECT_BETTER_IF_DIFF_TYPE, AI_CBM_DependsOnPrevMon if_effect_eq CONTEST_EFFECT_AFFECTED_BY_PREV_APPEAL, AI_CBM_DependsOnPrevMon if_effect_eq CONTEST_EFFECT_SLIGHTLY_STARTLE_PREV_MONS, AI_CBM_DependsOnPrevMons if_effect_eq CONTEST_EFFECT_STARTLE_PREV_MONS, AI_CBM_DependsOnPrevMons if_effect_eq CONTEST_EFFECT_BADLY_STARTLE_PREV_MONS, AI_CBM_DependsOnPrevMons if_effect_eq CONTEST_EFFECT_STARTLE_PREV_MONS_2, AI_CBM_DependsOnPrevMons if_effect_eq CONTEST_EFFECT_STARTLE_MON_WITH_JUDGES_ATTENTION, AI_CBM_DependsOnPrevMons if_effect_eq CONTEST_EFFECT_SHIFT_JUDGE_ATTENTION, AI_CBM_DependsOnPrevMons if_effect_eq CONTEST_EFFECT_JAMS_OTHERS_BUT_MISS_ONE_TURN, AI_CBM_DependsOnPrevMons if_effect_eq CONTEST_EFFECT_STARTLE_MONS_SAME_TYPE_APPEAL, AI_CBM_DependsOnPrevMons if_effect_eq CONTEST_EFFECT_BADLY_STARTLE_MONS_WITH_GOOD_APPEALS, AI_CBM_DependsOnPrevMons if_effect_eq CONTEST_EFFECT_STARTLE_MONS_COOL_APPEAL, AI_CBM_DependsOnPrevMons if_effect_eq CONTEST_EFFECT_STARTLE_MONS_BEAUTY_APPEAL, AI_CBM_DependsOnPrevMons if_effect_eq CONTEST_EFFECT_STARTLE_MONS_CUTE_APPEAL, AI_CBM_DependsOnPrevMons if_effect_eq CONTEST_EFFECT_STARTLE_MONS_SMART_APPEAL, AI_CBM_DependsOnPrevMons if_effect_eq CONTEST_EFFECT_STARTLE_MONS_TOUGH_APPEAL, AI_CBM_DependsOnPrevMons if_effect_eq CONTEST_EFFECT_BADLY_STARTLES_MONS_IN_GOOD_CONDITION, AI_CBM_DependsOnPrevMons if_effect_eq CONTEST_EFFECT_WORSEN_CONDITION_OF_PREV_MONS, AI_CBM_DependsOnPrevMons if_effect_eq CONTEST_EFFECT_APPEAL_AS_GOOD_AS_PREV_ONES, AI_CBM_DependsOnPrevMons if_effect_eq CONTEST_EFFECT_MAKE_FOLLOWING_MON_NERVOUS, AI_CBM_DependsOnNextMon if_effect_eq CONTEST_EFFECT_MAKE_FOLLOWING_MONS_NERVOUS, AI_CBM_DependsOnNextMons if_effect_eq CONTEST_EFFECT_DONT_EXCITE_AUDIENCE, AI_CBM_DependsOnNextMons if_effect_eq CONTEST_EFFECT_IMPROVE_CONDITION_PREVENT_NERVOUSNESS, AI_CBM_ImproveCondition if_effect_eq CONTEST_EFFECT_AVOID_STARTLE_ONCE, AI_CBM_AvoidStartle if_effect_eq CONTEST_EFFECT_AVOID_STARTLE, AI_CBM_AvoidStartle if_effect_eq CONTEST_EFFECT_AVOID_STARTLE_SLIGHTLY, AI_CBM_AvoidStartle if_effect_eq CONTEST_EFFECT_GREAT_APPEAL_BUT_NO_MORE_MOVES, AI_CBM_NoMoreMoves end @ If previous mon is skipping turn (or user is first), discourage move AI_CBM_DependsOnPrevMon: if_user_order_eq MON_1, AI_CBM_DependsOnPrevMon_1stUp if_user_order_eq MON_2, AI_CBM_DependsOnPrevMon_2ndUp if_user_order_eq MON_3, AI_CBM_DependsOnPrevMon_3rdUp if_user_order_eq MON_4, AI_CBM_DependsOnPrevMon_Last end AI_CBM_DependsOnPrevMon_1stUp: score -10 end AI_CBM_DependsOnPrevMon_2ndUp: if_can_participate MON_1, AI_CBM_End score -10 end AI_CBM_DependsOnPrevMon_3rdUp: if_can_participate MON_2, AI_CBM_End score -10 end AI_CBM_DependsOnPrevMon_Last: if_can_participate MON_3, AI_CBM_End score -10 end @ If previous mons are all skipping turns (or user is first), discourage move AI_CBM_DependsOnPrevMons: if_user_order_eq MON_1, AI_CBM_DependsOnPrevMons_1stUp if_user_order_eq MON_2, AI_CBM_DependsOnPrevMons_2ndUp if_user_order_eq MON_3, AI_CBM_DependsOnPrevMons_3rdUp if_user_order_eq MON_4, AI_CBM_DependsOnPrevMons_Last end AI_CBM_DependsOnPrevMons_1stUp: score -20 end AI_CBM_DependsOnPrevMons_2ndUp: if_can_participate MON_1, AI_CBM_End score -15 end AI_CBM_DependsOnPrevMons_3rdUp: if_can_participate MON_1, AI_CBM_End if_can_participate MON_2, AI_CBM_End score -15 end AI_CBM_DependsOnPrevMons_Last: if_can_participate MON_1, AI_CBM_End if_can_participate MON_2, AI_CBM_End if_can_participate MON_3, AI_CBM_End score -15 end @ If next mon is skipping turn (or user is last), discourage move AI_CBM_DependsOnNextMon: if_user_order_eq MON_1, AI_CBM_DependsOnNextMon_1stUp if_user_order_eq MON_2, AI_CBM_DependsOnNextMon_2ndUp if_user_order_eq MON_3, AI_CBM_DependsOnNextMon_3rdUp score -10 end AI_CBM_DependsOnNextMon_1stUp: if_can_participate MON_2, AI_CBM_End score -10 end AI_CBM_DependsOnNextMon_2ndUp: if_can_participate MON_3, AI_CBM_End score -10 end AI_CBM_DependsOnNextMon_3rdUp: if_can_participate MON_4, AI_CBM_End score -10 end @ If next mons are all skipping turns (or user is last), discourage move AI_CBM_DependsOnNextMons: if_user_order_eq MON_1, AI_CBM_DependsOnNextMons_1stUp if_user_order_eq MON_2, AI_CBM_DependsOnNextMons_2ndUp if_user_order_eq MON_3, AI_CBM_DependsOnNextMons_3rdUp score -10 end AI_CBM_DependsOnNextMons_1stUp: if_can_participate MON_2, AI_CBM_End if_can_participate MON_3, AI_CBM_End if_can_participate MON_4, AI_CBM_End score -10 end AI_CBM_DependsOnNextMons_2ndUp: if_can_participate MON_3, AI_CBM_End if_can_participate MON_4, AI_CBM_End score -10 end AI_CBM_DependsOnNextMons_3rdUp: if_can_participate MON_4, AI_CBM_End score -10 end @ If at max condition, discourage move AI_CBM_ImproveCondition: if_user_condition_less_than 3, AI_CBM_End score -20 end @ If there are no upcoming mons who can make an appeal (or if user is last), discourage move @ Identical to AI_CBM_DependsOnNextMons AI_CBM_AvoidStartle: if_user_order_eq MON_1, AI_CBM_AvoidStartle_1stUp if_user_order_eq MON_2, AI_CBM_AvoidStartle_2ndUp if_user_order_eq MON_3, AI_CBM_AvoidStartle_3rdUp score -10 end AI_CBM_AvoidStartle_1stUp: if_can_participate MON_2, AI_CBM_End if_can_participate MON_3, AI_CBM_End if_can_participate MON_4, AI_CBM_End score -10 end AI_CBM_AvoidStartle_2ndUp: if_can_participate MON_3, AI_CBM_End if_can_participate MON_4, AI_CBM_End score -10 end AI_CBM_AvoidStartle_3rdUp: if_can_participate MON_4, AI_CBM_End score -10 end @ Very good if its the last appeal, otherwise discourage move AI_CBM_NoMoreMoves: if_appeal_num_eq 0, AI_CBM_NoMoreMoves_1stAppeal if_appeal_num_eq 1, AI_CBM_NoMoreMoves_2ndAppeal if_appeal_num_eq 2, AI_CBM_NoMoreMoves_3rdAppeal if_appeal_num_eq 3, AI_CBM_NoMoreMoves_4thAppeal if_last_appeal AI_CBM_NoMoreMoves_LastAppeal end AI_CBM_NoMoreMoves_1stAppeal: if_random_less_than 20, AI_CBM_End score -15 end AI_CBM_NoMoreMoves_2ndAppeal: if_random_less_than 40, AI_CBM_End score -15 end AI_CBM_NoMoreMoves_3rdAppeal: if_random_less_than 60, AI_CBM_End score -15 end AI_CBM_NoMoreMoves_4thAppeal: if_random_less_than 80, AI_CBM_End score -15 end AI_CBM_NoMoreMoves_LastAppeal: if_random_less_than 20, AI_CBM_End score +20 end AI_CBM_End: end @ Encourages/discourages move affected by the move order @ e.g. use BETTER_IF_FIRST moves if user is first, dont use AVOID_STARTLE moves if last AI_CheckOrder: if_user_order_eq MON_1, AI_CheckOrder_1stUp if_user_order_eq MON_2, AI_CheckOrder_2ndUp if_user_order_eq MON_3, AI_CheckOrder_3rdUp if_user_order_eq MON_4, AI_CheckOrder_Last end AI_CheckOrder_1stUp: if_effect_eq CONTEST_EFFECT_BETTER_IF_FIRST, AI_CheckOrder_1stUp_Encourage if_effect_eq CONTEST_EFFECT_BETTER_WHEN_LATER, AI_CheckOrder_1stUp_Discourage if_effect_type_eq CONTEST_EFFECT_TYPE_AVOID_STARTLE, AI_CheckOrder_1stUp_RandomEncourage end AI_CheckOrder_1stUp_Encourage: score +15 end AI_CheckOrder_1stUp_Discourage: score -15 end AI_CheckOrder_1stUp_RandomEncourage: if_random_less_than 100, AI_CBM_End score +10 end AI_CheckOrder_2ndUp: if_effect_eq CONTEST_EFFECT_BETTER_WHEN_LATER, AI_CheckOrder_2ndUp_Discourage if_effect_type_eq CONTEST_EFFECT_TYPE_AVOID_STARTLE, AI_CheckOrder_2ndUp_RandomEncourage end AI_CheckOrder_2ndUp_Discourage: score -5 end AI_CheckOrder_2ndUp_RandomEncourage: if_random_less_than 125, AI_CBM_End score +10 end AI_CheckOrder_3rdUp: if_effect_eq CONTEST_EFFECT_BETTER_WHEN_LATER, AI_CheckOrder_3rdUp_Encourage if_effect_eq CONTEST_EFFECT_APPEAL_AS_GOOD_AS_PREV_ONES, AI_CheckOrder_3rdUp_Encourage if_effect_eq CONTEST_EFFECT_USER_MORE_EASILY_STARTLED, AI_CheckOrder_3rdUp_Encourage end AI_CheckOrder_3rdUp_Encourage: score +5 end AI_CheckOrder_Last: if_effect_eq CONTEST_EFFECT_BETTER_WHEN_LATER, AI_CheckOrder_Last_StronglyEncourage if_effect_eq CONTEST_EFFECT_BETTER_IF_LAST, AI_CheckOrder_Last_StronglyEncourage if_effect_eq CONTEST_EFFECT_APPEAL_AS_GOOD_AS_PREV_ONES, AI_CheckOrder_Last_StronglyEncourage if_effect_eq CONTEST_EFFECT_USER_MORE_EASILY_STARTLED, AI_CheckOrder_Last_StronglyEncourage if_effect_eq CONTEST_EFFECT_JAMS_OTHERS_BUT_MISS_ONE_TURN, AI_CheckOrder_Last_Encourage if_effect_type_eq CONTEST_EFFECT_TYPE_AVOID_STARTLE, AI_CheckOrder_Last_Discourage if_effect_type_eq CONTEST_EFFECT_TYPE_STARTLE_MONS, AI_CheckOrder_Last_RandomEncourage end AI_CheckOrder_Last_StronglyEncourage: score +15 end AI_CheckOrder_Last_Discourage: score -10 end AI_CheckOrder_Last_RandomEncourage: if_random_less_than 125, AI_CBM_End score +10 end AI_CheckOrder_Last_Encourage: score +5 end AI_Nothing: end